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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - raw shader</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="container"></div>
- <div id="info"><a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> - raw shader demo</div>
- <script id="vertexShader" type="x-shader/x-vertex">
- precision mediump float;
- precision mediump int;
- uniform mat4 modelViewMatrix; // optional
- uniform mat4 projectionMatrix; // optional
- attribute vec3 position;
- attribute vec4 color;
- varying vec3 vPosition;
- varying vec4 vColor;
- void main() {
- vPosition = position;
- vColor = color;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }
- </script>
- <script id="fragmentShader" type="x-shader/x-fragment">
- precision mediump float;
- precision mediump int;
- uniform float time;
- varying vec3 vPosition;
- varying vec4 vColor;
- void main() {
- vec4 color = vec4( vColor );
- color.r += sin( vPosition.x * 10.0 + time ) * 0.5;
- gl_FragColor = color;
- }
- </script>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- var container, stats;
- var camera, scene, renderer;
- init();
- animate();
- function init() {
- container = document.getElementById( 'container' );
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 10 );
- camera.position.z = 2;
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x101010 );
- // geometry
- // nr of triangles with 3 vertices per triangle
- var vertexCount = 200 * 3;
- var geometry = new THREE.BufferGeometry();
- var positions = [];
- var colors = [];
- for ( var i = 0; i < vertexCount; i ++ ) {
- // adding x,y,z
- positions.push( Math.random() - 0.5 );
- positions.push( Math.random() - 0.5 );
- positions.push( Math.random() - 0.5 );
- // adding r,g,b,a
- colors.push( Math.random() * 255 );
- colors.push( Math.random() * 255 );
- colors.push( Math.random() * 255 );
- colors.push( Math.random() * 255 );
- }
- var positionAttribute = new THREE.Float32BufferAttribute( positions, 3 );
- var colorAttribute = new THREE.Uint8BufferAttribute( colors, 4 );
- colorAttribute.normalized = true; // this will map the buffer values to 0.0f - +1.0f in the shader
- geometry.setAttribute( 'position', positionAttribute );
- geometry.setAttribute( 'color', colorAttribute );
- // material
- var material = new THREE.RawShaderMaterial( {
- uniforms: {
- time: { value: 1.0 }
- },
- vertexShader: document.getElementById( 'vertexShader' ).textContent,
- fragmentShader: document.getElementById( 'fragmentShader' ).textContent,
- side: THREE.DoubleSide,
- transparent: true
- } );
- var mesh = new THREE.Mesh( geometry, material );
- scene.add( mesh );
- renderer = new THREE.WebGLRenderer();
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- container.appendChild( renderer.domElement );
- stats = new Stats();
- container.appendChild( stats.dom );
- window.addEventListener( 'resize', onWindowResize, false );
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- render();
- stats.update();
- }
- function render() {
- var time = performance.now();
- var object = scene.children[ 0 ];
- object.rotation.y = time * 0.0005;
- object.material.uniforms.time.value = time * 0.005;
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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